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Post your screenshots! WIP thread

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Forums > Maps and Mods

15 Dec 15, 03:34
By TJB
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Member
Attempting to learn how to render things in Blender, I decided to try and recreate a set of wallpapers I had made in SketchUp a few years ago and have long since lost:


Also Strider's textures look pretty damn sexy.
19 Dec 15, 20:12
By Yashka
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Member
Put in some more work in the tavern. grin - :D Going for an Arena/Daggerfall feel.
19 Dec 15, 21:20
By Bruce
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Member
looks good! i guess low poly+no filtering complements each other
19 Dec 15, 21:30
By DiscoStu
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Member
I definitely like that. It gives me that retro adventure-RPG nostalgia feel.
19 Dec 15, 22:40
By Yashka
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Member
Some more progress. Made the walls a bit more detailed and less blocky, added another table and general tavern stuff. Lots of things to add though.

I should probably do more work on the map and then post, it feels like I'm spamming. grin - :D
19 Dec 15, 22:59
By Jessie
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Goldsourceress
Yashka, have you played Mount & Blade? I'm getting serious vibes of some of the taverns in that from those pictures.
19 Dec 15, 23:07
By Yashka
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Member
Oh, yes I have played it. And damn, they do indeed give off a Mount & Blade feel. Hah, very interesting how it turned up, I was actually looking at pictures of the tavern in Riften from Skyrim (and some Daggerfall images) for inspiration.
23 Dec 15, 22:19
By Yashka
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Member
Well, this is pretty much what the tavern will look like. I'll certainly work on it some more, most likely adding more sprites and some beds, but I'm happy with how it is now.
23 Dec 15, 23:16
By Tetsu0
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Knower of Things
After all these years playing FPSs and growing up with Heretic, Hexen, Wolfenstein etc... I never thought to use sprites as props. I dig it
24 Dec 15, 00:51
By Jessie
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Goldsourceress
That's because that was always kinda rough-looking =P I suppose it could be used well, though.
24 Dec 15, 00:55
By Urby
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My avatar is really funny
Eek, not a fan of the sprites to be honest. I prefer making things as best I can with brushes. Then again, it's not my project, so I'll be over here, shutting up.
24 Dec 15, 01:10
By Yashka
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Member
Quote:
Eek, not a fan of the sprites to be honest. I prefer making things as best I can with brushes. Then again, it's not my project, so I'll be over here, shutting up.


It's good to hear other people's opinions, no need to shut up. grin - :D

The current sprites themselves or sprites in general? I was thinking about using brushes for props but I can't really decide. Both sprites and brushes have their strengths and weaknesses in my opinion, but sprites seem to give it a better old-school look than brushes.

Other than that, I'd love to know if there's anything else I could improve on. wink-wink - ;)
24 Dec 15, 01:53
By Tetsu0
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Knower of Things
If you want any static prop models, let me know, I'll brush off blender grin - :D
If the sprites are your style, keep going, it's refreshing in my opinion
24 Dec 15, 03:12
By TJB
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Member
I like the sprites. They remind me of TES: Arena. I get what Urby is saying, but I would agree that the sprites work better for the style than brushes or models would.
24 Dec 15, 03:37
By Jessie
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Goldsourceress
I think there's a certain old-game-style look that sprites really nail, but if that wasn't what you're going for, it might just be jarring.
24 Dec 15, 04:28
By DiscoStu
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Member
Be honest with yourselves, you guys only like sprites because of their nostalgia value, because they looked like shit and out of place all along tongue - :P

I'm guilty of that too.
24 Dec 15, 14:40
By Dr. Orange
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Member
Well, sprites can also be used when a full model isn't needed. Like the back row alien grunts in the "bad" ending of Half-Life, or all of the cores in the Portal ending.
24 Dec 15, 15:33
By Urby
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My avatar is really funny
Quote:
Like the back row alien grunts in the "bad" ending of Half-Life

I think that was purely for optimization in the late 90s. You wouldn't need to do that these days. It never looked great. laughing - :lol:
24 Dec 15, 16:57
By Bruce
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Member
model to sprite LOD is a great thing, I remember in one MMORPG there was this huge forest and it took me years to realize that all the trees far away were sprites
24 Dec 15, 17:38
By Urby
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My avatar is really funny
Same thing happened in Jurassic Park Trespasser. The first game I played with a full physics system. It was pretty open world as well, way ahead of its time. 3D objects would become sprites at a certain distance. That's an example of getting it very wrong though. It would happen at like, twenty metres.
24 Dec 15, 18:22
By Dr. Orange
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Member
Well, all of the "3d" grass in Half-Life 2 are also sprites.
24 Dec 15, 18:36
By DiscoStu
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Member
Yeah and it looks terrible.
27 Dec 15, 08:25
By Crypt
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120% sorry!
Here's a WIP. Maybe too much paint damage.
28 Dec 15, 00:08
By DiscoStu
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Member
I think it's fine. Maybe I'd even add a bit more.
03 Jan 16, 02:12
By Tetsu0
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Knower of Things
Learning about baking Ambient Occlusion on textures in Blender!
03 Jan 16, 03:00
By JeffMOD
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Call 141.12
AO adds so much to a prop.

Yours looks a little noisy, though - might want to increase the number of samples Cycles is running so the shadows on the back of that sweet chair look smoother. tongue - :P
03 Jan 16, 04:57
By TJB
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Member
I wish I had known before that you could do that. I'd always rendered at a higher resolution than final and then downscaled the result.
03 Jan 16, 06:36
By Crypt
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120% sorry!
...I've also been doing that. Thankies for the tip, Jif!
03 Jan 16, 15:03
By Tetsu0
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Knower of Things
That was my first attempt. Couldn't find the setting for more passes. XD Thanks
03 Jan 16, 17:49
By JeffMOD
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Call 141.12
For anyone wondering it's around the middle of the Render (Camera Icon) tab in the default view sidebar.

More samples will of course take longer, but I find it's well worth it.
03 Jan 16, 20:21
By Urby
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My avatar is really funny
I really need to learn blender properly.
04 Jan 16, 01:20
By JeffMOD
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Call 141.12
I've spent many an hour fiddling in Blender, and I can say it's well worth learning.

I've also spent many more hours waiting for stuff to render or bake, and maybe that wasn't such a good idea in some cases. Maybe have a second computer for that.
04 Jan 16, 04:52
By Tetsu0
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Knower of Things
You can specify how many threads you want the render to take. Go with half, and you can still use your computer a bit. Might be low on memory, but it'll work.

Also i still can't find the render pass option for bakes. Got a screenie?
04 Jan 16, 06:32
By Crypt
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120% sorry!
Under Gather
04 Jan 16, 15:02
By JeffMOD
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Call 141.12
^ That if you're using Blender Render [Internal]

Render Samples near the bottom here if you're using Cycles Renderer.
04 Jan 16, 15:17
By TJB
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Member
So what are the advantages or disadvantages of using one or the other for this kind of work? I gather cycles is supposed to be superior for rendering cg images, but I don't know much enough about that to know whether it matters for baking textures.
04 Jan 16, 15:40
By JeffMOD
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Call 141.12
I haven't actually done any side-by-side comparisons, but I don't expect it makes much of a difference if you're baking AO, normals, or textures, unless you're doing something crazy with the material nodes in Cycles that you want to bake down to a texture.

That said, I just habitually use Cycles now because I sometimes do renders of the models I'm working on, and also because I just prefer the slight change in lighting on untextured objects in the viewport. Internal is generally faster to render or bake, though.

Oh, one thing to note is that if you're baking a texture in Cycles, whether for special effects or because you want the final model to have a different UV from what you currently have while keeping the same texture, you'll have to set the material to be using the Emission shader, and then do an Emit bake. IIRC doing just a diffuse color bake doesn't work with textures.
07 Jan 16, 15:02
By Big_rock.mdl
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Member
Hi




Using default half life textures for now, making textures for this is gonna suuuccckkk
07 Jan 16, 16:06
By potatis_invalid
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Member
Looks good. Is it going to be a Sven Co-op campaign?
07 Jan 16, 16:12
By Tetsu0
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Knower of Things
Sweet columns and arches! I hope those are func_detail!
07 Jan 16, 16:32
By Big_rock.mdl
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Member
It's going to be just one map I think, maybe I'll make it into a campaign, idunno yet. As for the arches and columns some are some aren't, haven't made all of those func_detail yet, made a quick compile because i wanted to see how it looked ingame tongue - :P
15 Jan 16, 11:38
By voyager
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Member
Learning blender

30 Jan 16, 19:32
By Kachito
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Member
Tried my hand at a small team deathmatch map for UT. Turned out small enough that i couldn't find room for jump pads. Ported from UE to GS, still greyboxing, heavy wip.

03 Feb 16, 13:33
By Striker
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Member
Big underground places. Something is to be installed in the center, I don't know yet what.

03 Feb 16, 13:44
By JeffMOD
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Call 141.12
Holding Tanks?
03 Feb 16, 15:59
By Dimbeak
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Member
No, doomsday machines.
03 Feb 16, 20:30
By Moaby
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Mk. III
I can't wait to see those caves fully displaced, Striker. wink-wink - ;)
04 Feb 16, 10:20
By KB90
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Member
My TWHL world:



I don't think it will get any bigger.
06 Feb 16, 05:21
By TJB
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Member
I've been experimenting with making textures out of Cycles materials in Blender, rather than hand painting them in Paint.NET or using an image from Textures.com. So I make a hi-poly model, bake the materials to an image, and then apply that to a low-poly version.
Here's a cooking pot:

And the hi-poly verion in Blender:

I spent a long time trying to get the soup looking right, although now that I actually see it on the low-poly model I'm not sure if I like it as much. It looks a bit silly as is, like there's no air gap between the soup and the lid.

I also made an aperture lamp, on and off:

And the way I made it in Blender:


I only have in-Sledge shots for now, as the map they are intended for isn't complete enough to show them in a normal environment.
I'm not sure yet if I prefer this method. I feel that I could eventually make much better looking textures this way, but at the moment the whole materials system is fairly new to me, so I'm spending a day doing something that could probably be done in an hour the other way.
06 Feb 16, 06:24
By Tetsu0
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Knower of Things
Dude! Nice! Thats the direction i want to go too! Id like to model a wall or something and then bake the texture to a flat surface to generate diffuse and normal maps! Awesome work!
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Forums > Maps and Mods

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